/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/Character/
class ACharacter : public [APawn](API\Runtime\Engine\GameFramework\APawn)
float
AnimRootMotionTranslationScale
Scale to apply to root motion translation on this Character
FBasedMovementI...
BasedMovement
Info about our current movement base (object we are standing on).
FQuat
BaseRotationOffset
Saved rotation offset of mesh.
FVector
BaseTranslationOffset
Saved translation offset of mesh.
uint32: 1
bClientCheckEncroachmentOnNetUpdate
uint32: 1
bClientResimulateRootMotion
If server disagrees with root motion track position, client has to resimulate root motion from last AckedMove.
uint32: 1
bClientResimulateRootMotionSources
If server disagrees with root motion state, client has to resimulate root motion from last AckedMove.
uint32: 1
bClientUpdating
When true, applying updates to network client (replaying saved moves for a locally controlled character)
uint32: 1
bClientWasFalling
True if Pawn was initially falling when started to replay network moves.
bool
bInBaseReplication
Flag that we are receiving replication of the based movement.
uint32: 1
bIsCrouched
Set by character movement to specify that this Character is currently crouched.
uint32: 1
bPressedJump
When true, player wants to jump
uint32:  1
bProxyIsJumpForceApplied
Set to indicate that this Character is currently under the force of a jump (if JumpMaxHoldTime is non-zero).
uint32: 1
bServerMoveIgnoreRootMotion
Disable root motion on the server.
uint32: 1
bSimGravityDisabled
Disable simulated gravity (set when character encroaches geometry on client, to keep it from falling through floors)
uint32:  1
bWasJumping
Tracks whether or not the character was already jumping last frame.
FRootMotionMove...
ClientRootMotionParams
For LocallyControlled Autonomous clients. Saved root motion data to be used by SavedMoves.
float
CrouchedEyeHeight
Default crouched eye height
int32
JumpCurrentCount
Tracks the current number of jumps performed.
int32
JumpCurrentCountPreJump
Represents the current number of jumps performed before CheckJumpInput modifies JumpCurrentCount.
float
JumpForceTimeRemaining
float
JumpKeyHoldTime
Jump key Held Time. This is the time that the player has held the jump key, in seconds.
int32
JumpMaxCount
The max number of jumps the character can perform.
float
JumpMaxHoldTime
The max time the jump key can be held.
FLandedSignatur...
LandedDelegate
Called upon landing when falling, to perform actions based on the Hit result.
FMovementModeCh...
MovementModeChangedDelegate
Multicast delegate for MovementMode changing.
uint32
NumActorOverlapEventsCounter
Incremented every time there is an Actor overlap event (start or stop) on this actor.
FCharacterMovem...
OnCharacterMovementUpdated
Event triggered at the end of a CharacterMovementComponent movement update.
FCharacterReach...
OnReachedJumpApex
Broadcast when Character's jump reaches its apex. Needs CharacterMovement->bNotifyApex = true
FVector_NetQuan...
PreNetReceivedGravityDirection
Cached version of the replicated gravity direction before replication.
float
ProxyJumpForceStartedTime
Track last time a jump force started for a proxy.
float
ReplayLastTransformUpdateTimeStamp
FBasedMovementI...
ReplicatedBasedMovement
Replicated version of relative movement. Read-only on simulated proxies!
FVector_NetQuan...
ReplicatedGravityDirection
CharacterMovement Custom gravity direction replicated for simulated proxies.
uint8
ReplicatedMovementMode
CharacterMovement MovementMode (and custom mode) replicated for simulated proxies.
float
ReplicatedServerLastTransformUpdateTimeStamp
CharacterMovement ServerLastTransformUpdateTimeStamp value, replicated to simulated proxies.
FRepRootMotionM...
RepRootMotion
Replicated Root Motion montage
TArray<FSimula...
RootMotionRepMoves
Array of previously received root motion moves from the server.
FRootMotionSour...
SavedRootMotion
For LocallyControlled Autonomous clients.